Towards Gamified Alcohol Use Disorder Therapy in Virtual Reality: A Preliminary Usability Study - Universität Hamburg
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Towards Gamified Alcohol Use Disorder Therapy in Virtual Reality: A Preliminary Usability Study Fariba Mostajeran ∗ Aila Kirsten † Frank Steinicke ‡ Jürgen Gallinat § Universität Hamburg Universität Hamburg Universität Hamburg University Medical Center Hamburg-Eppendorf Simone Kühn ¶ University Medical Center Hamburg-Eppendorf Max Planck Institute for Human Development Lise Meitner Group for Environmental Neuroscience A BSTRACT fronted with stimuli that trigger their craving. The goal is to repress The combination of virtual reality (VR) and gamification opens up salience of those stimuli and to prevent or reduce the dysfunctional new vistas for innovative forms of therapy for alcohol use disorder approaching behavior [13]. The second often used therapeutic (AUD) and have enormous potential to improve traditional ther- method is Approach Avoidance Training (AAT). Within this method apy methods. In this paper, three gamified and one non-gamified the patient sees multiple drinks as photos on a PC screen and has AUD therapy applications for VR are introduced and evaluated. to push the alcoholic beverages away and pull the non-alcoholic The games are based on two behavioral therapy methods, which towards himself to learn to avoid alcohol [17]. These methods, are Cue Exposure Therapy (CET) and Approach Avoidance Train- however, are associated with some limitations, which have to be ing (AAT). The games are realized in the context of a virtual super- addressed while designing innovative therapy methods. For exam- market, which is considered as a relapse-risky environment. The ple, therapy sessions using the CET method with the goal to cope aim is to help AUD patients practice avoiding alcohol first in a VR- with alcohol cues in every day scenarios such as grocery shopping based simulation and later in a real supermarket. In preparation for can be expensive and time-consuming. Furthermore, the AAT may a long-term clinical study, a usability study was conducted with 13 be perceived as rather tedious and may not yet be as enjoyable as healthy participants. The results show that the VR game was en- they it could be. joyed, increased the motivation, and fewer errors were made than This shortcoming can be addressed by implementing these be- in the comparable non-gamified application. havioral therapy methods in virtual reality (VR). In a virtual en- Keywords: Virtual reality therapy, alcohol use disorder, approach vironment (VE), craving can be successfully induced and has avoidance training, cue exposure therapy been shown to be more effective than traditional 2D cues as pho- tographs [8]. Since the VE can easily be customized and adjusted Index Terms: Human-centered computingInteraction to fit the patient’s needs. In addition, the patient might prefer a VE paradigmsVirtual Reality; Applied ComputingLife and medi- to an in-vivo therapy setting [8]. Furthermore, in a VR session, the cal sciencesconsumer health; patients wear a Head-Mounted Display (HMD) and can immerse themselves in another setting, whereas in reality they are still in 1 I NTRODUCTION a “safe” environment, in which alcohol is not available. Another According to the 2015 National Survey on Drug Use and Health advantage is that in VR the stimuli (or cues) can be interactive. Fi- (NSDUH) [1], 15.1 million adults above 18 years old and an esti- nally, gamification has enormous potential to increase the intrinsic mated 623,000 adolescents ages 12–17 fulfilled the criteria of al- motivation of users [16]. Different gamification elements satisfy the cohol use disorder (AUD) in the USA. However, less than 7% of key elements that create motivation such as the feeling of compe- the adults and less than 6% of the adolescents received treatment. tence, experiencing autonomy, and social relatedness [15]. More- More than 85,0000 people die from alcohol-related causes annu- over, recent studies showed that learning effects can be increased ally, making alcohol the third leading preventable cause of death in through gaming [5], and even more interestingly that gaming on the US, but other countries are affected by a high alcohol consump- a regular basis can have a positive impact on the structure of the tion as well [9]. High alcohol consumption on a regular basis is brain [11, 10]. considered risky and can cause serious health problems. For exam- ple, approximately half a million hospital stays in Germany resulted The goal of this study is to develop and evaluate a VR-based from alcohol in 2012. These numbers emphasize the needs for in- game that may potentially enhance alcohol addiction therapy. The novative alcohol therapy methods, which are much more accessible VE is a supermarket, which is not only a place which patients will and effective compared to the traditional ones available today. have to visit on a regular basis in their everyday life, but also bears Different therapy methods can help patients overcome their a high risk for a relapse. The patients need to be prepared for this AUD. A common behavioral therapy method is called Cue- scenario. This summarizes an additional requirement of this game: Exposure Therapy (CET). In a therapy session patients are con- The VE needs to look and feel as realistic as possible. The game will consist of different mini-games each of which includes one ∗ e-mail: mostajeran@informatik.uni-hamburg.de behavioral therapy method. The main goal of the game is to find † e-mail: aila.rosenberger@gmail.com and buy items that are written on a shopping list. Before paying ‡ e-mail: steinicke@informatik.uni-hamburg.de for the items, the player has to earn money. Earning money can § e-mail: j.gallinat@uke.de be done through sorting items into a shelf (CET) and clearing a ¶ e-mail: s.kuehn@uke.de shelf by placing the alcoholic beverages into a trash bin and the non-alcoholic beverages in a shopping-cart (AAT). In preparation for a long-term clinical study, a preliminary study was conducted to evaluate the usability and perceived enjoyment and motivation for training.
2 BACKGROUND AND R ELATED W ORK 3 D ESIGN AND I MPLEMENTATION We designed and implemented three mini-games for CET and AAT Originally the AAT was developed as a diagnostic instrument and as as well as a non-gamified AAT application to be played in VR. All a variant of an Implicit Association Test (IAT). An IAT measures the VEs were implemented using Unity3D game engine and were cus- relative strength of associations between concepts [19]. The task is tomized for HTC vive HMD and controllers. Furthermore, players to sort the stimuli into four categories but only using two possible did not have to move in VR as all games could be played while responses. Two of the four concepts are called attributes (usually standing still at one place. The three mini-games were featured in positive-negative) and the other two are the targets. The task is to a virtual supermarket with a wide range of grocery items, a typi- react as quickly as possible to which category (attribute or target) cal supermarket background noise, and virtual customers walking the stimulus belongs. A stimulus can be an image or word. The around the supermarket. The overall game’s goal was to find and measured effect is the different response time for the two possible buy the correct items of a shopping list. But before being able to combinations of attributes and targets. The AAT was implemented buy any item, the player had to earn money by playing two mini- as an approach-avoidance-IAT and its results show strong connec- games of which one was inspired by AAT and the other by CET. All tions between alcohol and approach bias in heavy drinkers [19]. interactions with the virtual items in these VEs were accomplished Wiers et al. [18] conducted a clinical AAT training study with 214 using the HTC vive controllers (e.g., grabbing an object by pressing alcohol dependent inpatients, who were assigned to either training the trigger button). or control conditions. The control groups either did not receive The AAT game (see Figure 1 (a) and (b)) was played in front of training or received sham training. The participants in the training an unsorted shelf in the alcohol section of the virtual supermarket. group had to push a joystick to make an avoidance movement when The shelf contains alcoholic and non-alcoholic beverages. The goal pictures of alcohol were presented and to make an approach move- was to sort out the items by putting the non-alcoholic beverages into ment to pictures of soft-drinks (pull a joystick). The results show the shopping-cart and throwing the alcoholic ones into a trash bin. that four brief sessions (15 minutes) on consecutive days changed When an item was sorted correctly, the player earned 0.5e, the tar- implicit approach responses to alcohol. Moreover, a year later the get container was colored in green, and a positive audio feedback is treatment outcomes for patients in the training group was better played when a non-alcoholic beverage was successfully thrown into (i. e., 16% less relapse rate). it. Misplacement of an item (wrong container) resulted in losing 0.5e and receiving negative auditory and visual (wrong container Another type of cognitive behavioural therapy method for AUD appears in red) feedback. Moreover, there was a time limit, so that is CET which is a special form of exposure therapy (ET). In ET, the player was offered only a certain amount of time to play this which has been successfully applied for anxiety disorders [13], pa- game. tients are carefully exposed to specific stimuli which trigger their Next, the CET mini-game (see Figure 1(c) and (d)) started with symptoms. This will overtime help them to gradually control their the goal of exposing the players for a longer time with alcoholic reactions. Similarly in CET, patients are exposed to certain stim- beverages. To do so, they had to take one bottle at a time out of a uli (or cues) to trigger their craving (disturbed approach behavior). bottle crate next to them and place it in a randomly assigned posi- Exposure to cues increases the craving, which can also be observed tion in an empty shelf. Taking one bottle at the time implied that physiologically e.g. in a change of the cardiac frequency, electro- the player cannot interact with both hands at the same time. This dermal activity, or the salivation. CET can be used for treatment was implemented to increase the focus onto each single bottle. Each of various types of substance (e.g., alcohol, nicotine, cocaine, etc.) placement resulted in receiving 0.5e. Since the bottles could not be addiction as well as other psychological disorders such as bulimia, placed anywhere else, losing money was not possible in this mini- binge eating, shopping addiction, and pathological gambling. For game. Also similar to the AAT mini-game, the player was only treatment of AUD, alcohol related cues are presented and the patient granted a certain amount of time to play. is instructed to let the craving arise and acknowledge it. The patient gives regularly feedback on his subjective rating of the intensity of The shopping game (see Figure 1(e)) started by the player re- the craving. A training session is completed once the intensity is ceiving a shopping-list whose items had to be purchased using the considerably decreased. In later therapy sessions CET can be com- money which has been earned while playing the AAT and CET bined with a training of coping skills, so the patient learns how to games. The player is supposed to buy only the items on this list decline alcohol offers [13]. while most of them do not refer to a specific product, but rather a group of items (e.g., fruit, hot drinks, bread, etc.) leaving some In addition to these classical therapy methods, some scientists freedom of choice (e.g., type of bread). The items in the shelves or have reported applying VR for AUD therapy [3, 12, 14]. For ex- fridges can be grabbed and placed in a shopping-cart or taken out ample, Brodnick et al. [3] analyzed the subjective craving for al- of it and back in their original place. If the player puts an item from cohol in different VEs. The results of a controlled experiment with the shopping-list into the shopping-cart, the shopping-cart was col- 40 AUD patients showed that craving for alcohol was increased in ored in green and a positive auditory feedback was played. If the VEs in which alcoholic beverages were present (e.g., party). These item was not from the list, the shopping-cart was colored in red and results can be helpful for VR-CET. Another study [12] applied VR- a negative sound was played to give an immediate feedback on the CET to eight members of an Alcoholics Anonymous group. The player’s action. The shopping-list was also updated accordingly to VEs were a Japanese-style pub and a western-style bar. The results give the player an overview of the purchased items and their prices. of training for eight 30min-sessions showed a decrease in the sub- If the player puts an item into the cart, which was not on the list, the jectively reported craving. Lastly, Metcalf et al. [14] developed item appears in red in the list. The purchase cannot be completed as a cue refusal VR-video game based on Kinect and Xbox with the long as incorrect items are in the cart. To make it more challenging, goal to support cigarette and alcohol recovery. The player had to hit some alcoholic beverages were located at random positions in the or kick the addiction cue images which flew towards them. The re- shelves. sults of an experiment with 61 participants recovering from alcohol In addition, a non-gamified AAT VR application (see Figure or tobacco addiction showed that on average, reported substance 1(f)) was developed to be compared with the AAT mini-game. The use decreased during the intervention period. Moreover, AUD par- interaction in this environment was designed to be similar to the ticipants in recovery showed a statistically significant increase in AAT implementation of Wiers et al. for AUD therapy [18]. Since self-efficacy, attitude, and behavior during the intervention and a we could not find a comparable classical version for the other two decrease in alcohol use by 75% after the study. mini-games (i.e., CET and shopping) we decided on a non-gamified
(a) (b) (c) (d) (e) (f) Figure 1: Proposed gamified (a-e) and non-gamified (f) AUD therapy VR applications. The games (a-e) were realized in the context of a virtual supermarket and the non-gamified application in a mountain cabin. (a) AAT mini-game (G-AAT): sorting alcoholic beverages into a trash bin and (b) non-alcoholic beverages into a shopping-cart. (c) CET mini-game: taking alcoholic beverages from a bottle crate and (d) placing them on the marked positions. (e) Shopping mini-game: the items on a shopping list should be found and put into a shopping-cart. The names of the correct items were shown in green and incorrect ones (i.e., alcoholic beverages) in red on the shopping list. (d) Non-gamified AAT (N-AAT): alcoholic beverages were supposed to be pushed away and non-alcoholic beverages were to be pulled closer to the participant implementation only for the AAT mini-game. This version was sit- to interact with the bottles by touching and then moving them ei- uated in a mountain cabin with a minimal interior design to keep the ther forwards or backwards. For each bottle, the participant had two VE neutral. The bottles appeared at the center of a table. The con- seconds to react. After a short break of two seconds, a new bottle trollers in this VE appeared as two virtual hands with white gloves. appeared at the center of the table. The instructions in this game were to push the alcoholic beverages away and pull the non-alcoholic beverages closer. Since the bottles were not implemented to be grabbed, the participant was only able
4 U SER S TUDY for each condition was calculated as: N-AAT=87.3, G-AAT=93.5, In preparation for a long-term clinical study, we performed a pilot and WG=86.7. A SUS-score can rank from 0-100 and a score above user study, which was approved by the local ethical committee of 68 is considered to be above average, meaning that all conditions the Computer Science Department. The aim of this study was to received above average usability scores [2]. A Wilcoxon Signed- evaluate the usability of three conditions: (i) Non-Gamified AAT Rank Test (Z = −0.4077, p = 0.6818) showed no significant dif- (N-AAT), (ii) Gamified AAT (G-AAT), and the (iii) Whole Game ferences in the SUS-scores between N-AAT and G-AAT or between (WG, containing all three mini-games: CET, AAT, and shopping). G-AAT and WG (Z = −0.1529, p = 0.88076). Tests at the individ- In addition, the comparison between N-AAT and G-AAT could ual item level showed only for the first statement I think I would help us understand the effects of the gamification on performance like to use this system frequently a significant preference of G-AAT (i. e., the number of errors made while sorting the alcoholic and over N-AAT (W = 0.00, critical value = 3.00). non-alcoholic beverages), motivation, and enjoyment of the train- We also used AttrakDiff [7] for evaluating usability as well as ing within each condition. Moreover, the comparison between G- the user experience. The survey consists of three semantic dif- AAT and WG could give us an insight into the experienced level ferential questions each containing 9 or 10 word pairs. With the of enjoyment by playing multiple mini-games which have a story help of a seven point scale, the participant were asked to choose behind them (i.e., earn money by sorting to buy your items on the which word of the word pair was more appropriate to describe shopping list). Thus, the following hypotheses were formulated: the system on four dimensions Pragmatic Quality (PQ), Hedonic Quality-Identity (HQ-I), Hedonic Quality-Stimulation (HQ-S), At- • H1 : G-AAT is more motivating than N-AAT (due to the gam- tractiveness (ATT). The word-pairs and the mean scores for the ification element) three conditions are displayed in Figure 2. The individual items reveal that the participants found G-AAT to be significantly more • H2 : G-AAT produces less errors than N-AAT in sorting alco- inventive (W = −0.4543, critical value = 9.00), more creative (Z = holic and non-alcoholic beverages −2.4973, p = 0.01242), bolder (W = 0.00 critical value = 0.00), • H3 : WG is enjoyed more than G-AAT (due to change intro- more innovative (W = 0.00, critical value = 2.00), more captivating duced by the collection of mini-games and the story behind it, (W = 0.00, critical value = 5.00), more challenging (Z = −2.9341, i. e., earn money and do the shopping. This mission is missing p = 0.00338) and more novel (Z = −2.8031, p = 0.00512) than N- in G-AAT alone, as it is not clear for what purpose the money AAT. Comparing G-AAT to WG showed that WG was perceived as is collected.) significantly more human (Z = −2.9025, p = 0.00374) and more simple (Z = −2.4463, p = 0.01428) than G-AAT. And G-AAT was 4.1 Participants perceived as more innovative (W = 0.00, critical value = 8.00) than WG. 13 healthy participants (9 male and 4 female) between 22 and 35 years of age (avg. 25.76) took part in this study. Half of the partici- With the help of AttrakDiff, the PQ, HQ-I, HQ-S, and ATT could pants did not need any visual corrections and of the other half, half be calculated for each condition (see Figure 3). PQ describes the used glasses and the other half contact lenses to correct their vision. usability of a system and how achievable its goals were. Compar- Most participants have experienced VR before. 61.5% were stu- ing directly N-AAT and G-AAT showed that the participants found dents of the local Department of Computer Science, who received N-AAT significantly better at PQ (Z = −2.4318, p = 0.0151). HQ- course credit for their participation. All participants signed a con- I shows how much the users were able to identify with the prod- sent form prior to the study. They were also free to have breaks or uct. The differences between N-AAT and G-AAT on this dimension quit the the study at any time. were not significant (Z = −0.4543, p = 0.65272). HQ-S reveals how much they were stimulated by the system and how much they 4.2 Procedure felt the system could support the user in improving. On this dimen- The study took place in a laboratory room of approx. 16m2 with a sion the direct comparison between N-AAT and G-AAT showed dim light. The VR tracking space was approximately 3m × 3m. For that the participants were significantly more stimulated by G-AAT rendering, system control, and logging an Intel computer running than N-AAT (Z = −3.1798, p = 0.00148). ATT describes the Windows 10 (graphics card: GeForce GTX 780 Ti; processor: In- overall attractiveness of the system based on the perceived qual- tel Core i7; RAM: 16GB) was used. In addition to the HTC Vive ity. For ATT no significant difference was found when comparing HMD, participants wore DT 770 Pro headphones for sound and N-AAT and G-AAT (Z = −0.4543, p = 0.65272). The compari- noise-canceling. They also received an introduction to the whole son of G-AAT and WG only showed a significant difference in PQ study and instructions for each condition. The order of the condi- (Z = −2.9003, p = 0.00374). tions was randomized. Questionnaires were given before and after Furthermore, the NASA Task Load Index (NASA-TLX) [6] was the whole study and after each condition. In addition to the ques- used in this study to evaluate the workload of each condition. tionnaire, during G-AAT and N-AAT, the data on the total number This questionnaire is a multidimensional scale containing ques- of sorted bottles and committed errors were logged. After a short tions about different aspects. The participants can rate on a 100 training phase, the experiment was started. point scale in steps of 5 the mental, physical and temporal de- mand and also their performance, effort and frustration. Since the 4.3 Results targeted patient group may be limited in their cognitive or even In order to examine our hypotheses, we used several question- physical abilities, it is important to evaluate whether or not the naires whose results will be presented in this section. Given that developed VR application were too demanding or difficult. The the Shapiro-Wilk test indicated non-normally distributed data, all results can be seen in Figure 4. Here the average score and stan- differences were tested for significance using the non-parametric dard deviation is displayed for each item and experimental condi- Wilcoxon Signed-Rank Test with an α level of 0.05. If the varia- tion. When comparing G-AAT and N-AAT, multiple significant ef- tions between pairs were insufficient (n ¡10), the critical value for fects were found: G-AAT has a significantly higher mental demand W was used instead of Z and p to evaluate the significance. (Z = −2.534, p = 0.0114), a significantly higher physical demand First, we used the System Usability Scale (SUS) [4], which is a (Z = −3.0594, p = 0.00222), a significantly higher temporal de- standardized survey to evaluate the usability of a system. It con- mand (Z = −2.3142, p = 0.02088) and needs significantly more sists of 10 Likert Scale items, where different statements can be an- effort to be put into to accomplish the desired level of performance swered from Strongly Agree to Strongly Disagree. The SUS-score (Z = −3.0594, p = 0.00222). The overall demand was significantly
Figure 3: AttrakDiff four dimensions: PQ, HQ-I, HQ-S and ATT for all three conditions. When comparing both AAT systems, N-AAT scored significantly higher at PQ and G-AAT at HQ-S. Figure 4: NASA-TLX average score and standard deviation per con- dition. Figure 2: AttrakDiff word-pair items and their average scores per con- dition (Z = −3.1798, p = 0.00148). This finding is in support of H2 . 4.4 Additional Comments higher in G-AAT (Z = −2.8241, p = 0.0048). For performance The participants enjoyed G-AAT and found it to be a straightfor- (Z = −0.0392, p = 0.9681) and frustration (W = 15.00, critical ward and simple mini-game. Multiple participants emphasized how value = 3.00) no significant differences were found. Comparing G- much they enjoyed throwing bottles. They also felt motivated by the AAT to WG showed that G-AAT was significantly more mentally time pressure. They appreciated that despite the time pressure, they demanding (W = 4.5, critical value = 9.00). The other aspects did were able to set the pace. Additionally, they suggested the follow- not show any significant difference. ing improvements: The height of the shelves was not optimal for Within the last subjective questionnaire, we asked the partici- tall participants, making them have to bend down rather low. Some pants to rate the perceived enjoyment, motivation and realism in a participants would have found it more realistic if more virtual hu- 7-point Likert scale; ranging from Not at all to A lot. The state- mans were shopping in the supermarket. ments were How much did you enjoy [the last condition]?, How The general feedback about the N-AAT was less positive com- motivated were you to perform well? and How realistic did you find pared to G-AAT. It was perceived as more monotone and not men- the [the last condition]?. As it can be seen in Figure 5, the par- tally challenging enough. The participants wished for an accelera- ticipants significantly enjoyed the G-AAT more (W = 0.00, critical tion, creating more time pressure (they had constantly two seconds value = 5.00) and felt significantly more motivated to perform well to react per bottle). Some complained about the missing sound and (W = 0.00, critical value = 0.00) compared with the N-ATT. No auditory feedback. significant effect was found in the enjoyment and motivation when Finally, the participants gave combined feedback on the WG. comparing G-AAT to WG. The question about realism showed no They generally enjoyed the money-aspect and that they were able significant effects. Thus, H1 can and H3 are not supported by these to earn more money, if they played faster and that they had an influ- results. ence on the spending: different items varied in costs. They enjoyed Finally, the logged data revealed that the participants managed the freedom of choice and the progress they made. The different to push or pull approx. 44 bottles on average in the N-AAT (max: feedback types (the visual hint on the bottle, the summarized earned 55, min: 41, σ = 3, 43) of which approx. 1.76 were incorrectly money, and the auditory feedback) accompanying each movement. pushed or pulled (max: 8, min: 0, σ = 2, 09). Whereas in the The feedback was perceived as motivating especially in the G-AAT G-AAT the participants achieved on average a complete count of and CET. Of all the three mini-games, 7 participants liked the G- 142 bottles (max: 220, min: 89, σ = 39, 6) with only 0.8 errors on AAT the most and 4 participants the Shopping game. No partici- average (max: 4, min: 0, σ = 1, 2). The effect proved to be sig- pant favored the CET game. The participants suggested the follow- nificant (Z = −2.8451, p = 0.00438). The participants also man- ing improvements: They wished for an option to quit the G-AAT aged to significantly sort more bottles in G-AAT than in N-AAT and CET game if they thought they have earned enough money to
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Cue-Exposure Therapy differently, meaning that the collected data needs to be treated care- to Decrease Alcohol Craving in Virtual Environment. CyberPsychol- fully and may not generalize to all populations. ogy & Behavior, 10(5):617–623, 2007. Our results suggest that all conditions (N-AAT, G-AAT, WG) [13] B. Lörch. Cue Exposure. Verhaltenstherapiemanual, pages 107–111, had a high usability score (SUS scores were above average). More- 2011. over, in comparison with N-AAT, G-AAT was significantly more [14] M. Metcalf, K. Rossie, K. Stokes, C. Tallman, and B. Tanner. Vir- demanding (mentally, physically and temporally), but also more tual reality cue refusal video game for alcohol and cigarette recovery motivating. Furthermore, the participants made significantly less support: Summative study. JMIR serious games, 6(2), 2018. errors in the G-AAT than N-AAT. When directly comparing G-AAT [15] R. M. Ryan and E. L. Deci. Self-determination theory and the fa- and WG it is important to note that G-AAT was a part of WG. How- cilitation of intrinsic motivation, social development, and well-being. ever more than half of our participants liked the G-AAT the best American psychologist, 55(1):68, 2000. of all three mini-games presented within WG, while rather dislik- [16] M. Sailer. Die Wirkung von Gamification auf Motivation und Leistung. Springer, 2016. ing the CET mini-game. Since many participants also enjoyed the [17] J. M. Sharbanee, L. Hu, W. G. Stritzke, R. W. Wiers, M. Rinck, and Shopping mini-game, it could be assumed that the motivation and C. MacLeod. The effect of approach/avoidance training on alcohol enjoyment would be higher when the final game used in a clinical consumption is mediated by change in alcohol action tendency. PloS context would only consist of the G-AAT and Shopping mini-game. one, 9(1):e85855, 2014. This will also provide the game with a clear goal through the narra- [18] R. W. Wiers, C. Eberl, M. Rinck, E. S. Becker, and J. Lindenmeyer. tive (earning money to buy groceries). Retraining automatic action tendencies changes alcoholic patients’ ap- Finally, further improvements may be relevant for creating effec- proach bias for alcohol and improves treatment outcome. Psychologi- tive gamified alcohol addiction therapy in VR. Customization based cal Science, 22(4):490–497, 2011. PMID: 21389338. on the patient needs can be named as an example. Each patient has [19] R. W. Wiers, N. Van Woerden, F. T. Smulders, and P. J. De Jong. a different context in which he/she has a high risk of relapse. This Implicit and explicit alcohol-related cognitions in heavy and light context could be the own living room or a certain situation with drinkers. Journal of abnormal psychology, 111:648, 2002.
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